My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Great!
Versatility
Good
F2P score
Good

1 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Ice Golem

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Knight Firecracker Ice Golem

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Earthquake The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Ice Golem Hog Rider

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Firecracker Hog Rider

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Skeletons Hog Rider
Giant Snowball
Skeletons Cannon Hog Rider
Zap
Skeletons Cannon Firecracker
Barbarian Barrel
Skeletons Knight Cannon Firecracker
The Log
Skeletons Cannon Firecracker Hog Rider
Earthquake
Skeletons Cannon Firecracker Hog Rider
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Knight Firecracker Hog Rider
Fireball
Cannon Firecracker Hog Rider
Poison
Cannon Firecracker
Lightning
Knight Cannon Ice Golem
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Ice Golem Earthquake The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Knight Ice Golem

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Ice Golem

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Ice Golem The Log Knight Cannon Firecracker Earthquake Hog Rider

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

8 Skeletons Ice Golem The Log Knight

Attack Synergies 6 5

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Skeletons
Knight
Firecracker Hog Rider Earthquake The Log
Cannon
Firecracker
Knight Hog Rider Ice Golem Earthquake
Ice Golem
Hog Rider Firecracker
Earthquake
Hog Rider Knight Firecracker The Log
Hog Rider
Knight Firecracker Ice Golem Earthquake The Log
The Log
Hog Rider Knight Earthquake

Defense Synergies 7 13

Skeletons
Cannon Knight Firecracker Ice Golem Earthquake The Log
Knight
Cannon Firecracker Skeletons Earthquake The Log
Cannon
Skeletons Knight Ice Golem The Log Firecracker Earthquake
Firecracker
Knight Ice Golem The Log Skeletons Cannon Earthquake
Ice Golem
Cannon Firecracker Skeletons Earthquake The Log
Earthquake
Skeletons Knight Cannon Firecracker Ice Golem The Log
Hog Rider
The Log
Cannon Firecracker Skeletons Knight Ice Golem Earthquake

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Earthquake Knight Cannon Firecracker Ice Golem The Log
Skeletons Knight Cannon Firecracker The Log
Cannon Skeletons Knight
Cannon Skeletons Knight Firecracker
Firecracker Earthquake The Log
The Log Skeletons Cannon Firecracker Earthquake
Cannon Firecracker
Earthquake Cannon Ice Golem The Log
Cannon Skeletons
Knight Skeletons Cannon Firecracker Ice Golem
Skeletons Knight Cannon Firecracker Ice Golem Earthquake The Log
Firecracker
Cannon Skeletons Knight Earthquake The Log
Cannon Firecracker Earthquake The Log
Knight Cannon
Cannon The Log
Skeletons Knight Cannon Firecracker
Cannon Knight Firecracker The Log
Earthquake The Log Knight Cannon Firecracker Ice Golem
Cannon
Knight Cannon Firecracker Earthquake The Log

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Skeletons Ice Golem
Knight Firecracker Ice Golem The Log
Skeletons Knight Ice Golem The Log
Knight Ice Golem The Log
Skeletons Knight Cannon
Firecracker Skeletons Ice Golem
Skeletons Knight Ice Golem
Knight
Skeletons Knight Firecracker Ice Golem The Log
Skeletons Cannon
Knight
The Log
Skeletons Knight Cannon Ice Golem
Cannon Firecracker
Skeletons Knight Firecracker Ice Golem The Log
Cannon Firecracker Ice Golem Earthquake The Log
Cannon

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Earthquake Knight Firecracker Ice Golem The Log
Firecracker The Log
Earthquake The Log
Earthquake Knight Firecracker Ice Golem The Log
Firecracker Earthquake The Log
Firecracker Ice Golem
Firecracker Earthquake The Log
Earthquake The Log Firecracker Ice Golem
The Log Firecracker
Firecracker Knight Earthquake The Log
Firecracker
Earthquake Knight Firecracker Ice Golem The Log
Earthquake Firecracker
Earthquake Firecracker Ice Golem The Log
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake
Firecracker Earthquake The Log
Firecracker Earthquake The Log
Earthquake The Log
The Log
Earthquake The Log
Firecracker Ice Golem Earthquake The Log
Firecracker The Log Earthquake
The Log
Firecracker The Log
Firecracker Ice Golem
Firecracker
Earthquake The Log
Firecracker
Firecracker Earthquake The Log
Earthquake
Firecracker
The Log
Knight Firecracker
The Log Firecracker Ice Golem Earthquake
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker

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